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<title>SonED2 Tile Editor</title>
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<b><center>SonED2 Tile Editor</center></b><br>
<br>
The tile editor is used for editing each component of the tiles that make
up normal gameplay levels, including the palette colors and solidity maps.<br>
<br>
Levels are built in several steps, beginning with 8x8 Tile graphics.
The 64-color palette is divided into four sub-palettes (referred to here as "rows"),
and each 8x8 Tile may only use colors from any one of those rows (for a total of 15
color choices, with the first entry in each row being transparent). In the Sonic the
Hedgehog games, the first color entry on row 3 controls the "Backdrop Color". This is
the color that appears where nothing else is drawn to the screen, including the screen
borders displayed by some system versions, and can be taken advantage of to use a full
set of 16 colors for the background.<br>
<br>
The Tiles are then formed into 16x16 "Blocks", which contain drawing direction and
palette row ID data for each Tile, and the ID of the Solidity Height Map that
should be used to set which parts of the block are "solid".<br>
<br>
The Blocks are used to build "Chunks", which are either 256x256 or 128x128, depending
on the project settings and the target game. These Chunks contain data for each Block
that defines drawing direction and the type of reaction a player should have to the
Block's assigned Height Map.<br>
<br>
Finally, the Chunks are used to build the level layout.<br>
<br>
Solidity Height Maps define the parts of a Block that are "solid" (that the player can collide
with), and are based on the idea that each pixel column along the width of a
Block can be filled up to a certain height, where the player will be made to stand on
it (or, if it is beside him, be made to act as if it is a solid wall). The Height Maps
also contain Angle values that determine how gravity affects the player's velocity while
he is standing on or running along the Height Map. This data, however,
does not have any affect on the player unless the "Solidity Type" of the
Block is set within the Chunk.<br>
<br>
All of the above-described data can be created by altering
existing data, by starting from scratch within the editor, or the Tile art
and palette data can be created outside of SonED2 and imported from an image, however,
the image must be set up as described in the <a href="Art Importing.html">art importing document</a> to obtain useful results.<br>
<br>
This editing mode is actually made up of several parts, each with their own functions:<br>
<br>
<li><a href="#General"><b>General Controls</b></a><br><ul>
    <li><a href="#Editors">Other Editor Modes</a><br>
    <li><a href="#Viewing">Viewing Controls</a><br></ul><br>
<li><a href="#Tileset"><b>Tileset Controls</b></a><br><ul>
    <li><a href="#Expand">Expand List</a><br>
    <li><a href="#Contract">Contract List</a><br>
    <li><a href="#Insert">Insert</a><br>
    <li><a href="#Delete">Delete</a><br>
    <li><a href="#Copy">Copy</a><br>
    <li><a href="#Paste">Paste</a><br>
    <li><a href="#Mirror">Mirror</a><br>
    <li><a href="#Flip">Flip</a><br></ul><br>
<li><a href="#Census"><b>Tile Census</b></a><br></a><br>
<li><a href="#Selector"><b>Tile Selector</b></a><br></a><br>
<li><a href="#Palette"><b>Palette Editor</b></a><br><ul>
    <li><a href="#Swap">Swap Palette</a><br>
    <li><a href="#ChangeColor">Change Color</a><br>
    <li><a href="#AltPalette">Generate Alt Palette</a><br></ul><br>
<li><a href="#Tiles"><b>Tile Editor</b></a><br><ul>
    <li><a href="#DrawTile">Draw to the Tile</a><br>
    <li><a href="#GrabColor">Grab a Color</a><br></ul><br>
<li><a href="#Blocks"><b>Block Editor</b></a><br><ul>
    <li><a href="#SelectTile">Select an 8x8 Entry</a><br>
    <li><a href="#DrawBlock">Draw to the Block</a><br>
    <li><a href="#GrabTile">Grab an 8x8 Tile</a><br>
    <li><a href="#Priority">Plane Priority</a><br>
    <li><a href="#PalRow">Palette Row</a><br>
    <li><a href="#TileDirection">Draw Direction</a><br>
    <li><a href="#HeightMap">Solidity Map</a><br>
    <li><a href="#GrabSolidity">Grab Solidity</a><br></ul><br>
<li><a href="#Chunks"><b>Chunk Editor</b></a><br><ul>
    <li><a href="#SelectBlock">Select a Block Entry</a><br>
    <li><a href="#DrawChunk">Draw to the Chunk</a><br>
    <li><a href="#GrabBlock">Grab a Block</a><br>
    <li><a href="#SolidDirection">Solidity Direction</a><br>
    <li><a href="#BlockDirection">Draw Direction</a><br></ul><br>
<li><a href="#Solids"><b>Solidity Editor</b></a><br><ul>
    <li><a href="#DrawSolid">Draw Solidity</a><br>
    <li><a href="#BlockView">Block View</a><br></ul>

<br>
<br><a name="General">
<b>General Controls</b><br>
<br>
<ul>
The following controls are always available while in this editing mode:<br>
<br>
<a name="Editors">
<b>Other Editor Modes</b><br>
<ul><br>The "Editors" menu has options to switch to any of the other
              editing modes available to a project using this editor.
              The following keys also have the same effect:<br><br>

              <ul><table>
              <tr><td><b>L</b></td><td> - </td><td>Level Editor Plane A (foreground)</td></tr>
              <tr><td><b>P</b></td><td> - </td><td>Level Editor Plane B (background)</td></tr>
              <tr><td><b>K</b></td><td> - </td><td>Level Editor Clipboard</td></tr>
              <tr><td><b>O</b></td><td> - </td><td>Object Editor</td></tr>
              </table></ul></ul>

<br>
<br>
<a name="Viewing">
<b>Viewing Controls</b><br>
<ul><br>The following keys affect other viewing options:<br><br>
                   <ul><table>
                   <tr><td><b>Q</b></td><td> - </td><td>Disable Chunk Solidity viewing</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td><b>W</b></td><td> - </td><td>Display Solidity Path 0 Over Chunks</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td><b>E</b></td><td> - </td><td>Display Solidity Path 1 Over Chunks (for games that support two-path collision)</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td><b>R</b></td><td> - </td><td>Toggle angle view when viewing solidity path</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td><b>Y</b></td><td> - </td><td>Toggles the "Low" plane on or off</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td><b>U</b></td><td> - </td><td>Toggles the "High" plane on or off</td></tr>
                   </table></ul>
</ul>
</ul>

<br>
<br><a name="Tileset">
<b>Tileset Controls</b><br>
<br>
<ul>
There are a few generic commands that apply to all Tile/Solidity editing
sections of this editing mode. They are applied to the editor over which the cursor is
currently hovering and the tile that is currently selected therein, or in the case of
the Tile Selector, the Tile/Block/Chunk/Solid that is currently being pointed to.<br>
<br>
<a name="Expand">
<b>Expand List</b><br>
<ul><br>Increase the size of a tile listing by adding a new tile to
              the end. When hovering the cursor over the desired tile type,
              <b>hold CTRL and press A</b>. If the list contains more than one
              page, one of the individual pages must be selected, as opposed
              to "Page X" (all pages)</ul><br>

<br>
<a name="Contract">
<b>Contract List</b><br>
<ul><br>Decrease the size of a tile listing by removing the tile at
                the end. When hovering the cursor over the desired tile
                type, <b>hold CTRL and press Z</b>. If the list contains more than
                one page, one of the individual pages must be selected, as
                opposed to "Page X" (all pages)</ul><br>

<br>
<a name="Insert">
<b>Insert</b><br>
<ul><br>Insert a new tile into the list in front of the selected tile.
         When hovering the cursor over the desired tile of the desired type,
         <b>hold CTRL and press I</b>. Larger tiles and level layout are updated to
         reflect the new listing order</ul><br>

<br>
<a name="Delete">
<b>Delete</b><br>
<ul><br>Delete the currently selected tile from the list. When hovering the
         cursor over the desired tile of the desired type, <b>hold CTRL and
         press D</b>. Larger tiles and level layout are updated to reflect the
         new listing order. Positions occupied by the deleted tile are
         set to "0"</ul><br>

<br>
<a name="Copy">
<b>Copy</b><br>
<ul><br>Copy the currently selected tile for later pasting. When hovering the
       cursor over the desired tile of the desired type, <b>hold CTRL and press
       C</b>. Copied tiles of different types are stored separately</ul><br>

<br>
<a name="Paste">
<b>Paste</b><br>
<ul><br>Paste the last tile of the selected type that was copied to the
        currently selected tile. When hovering the cursor over the desired
        tile of the desired type, <b>hold CTRL and press P</b></ul><br>

<br>
<a name="Mirror">
<b>Mirror</b><br>
<ul><br>Reverse the currently selected tile horizontally. When hovering the
         cursor over the desired tile of the desired type, <b>hold CTRL and
         press M</b>. When a Tile or Block is mirrored, its drawing direction
         in any Block or Chunk that it appears in is updated so that it has
         no visible effect. This is useful for Blocks in particular, to
         avoid having to draw new Solidity Maps that are just reversed
         versions of existing ones. <i>To prevent the Block/Chunk from being
         updated with the Tile/Block, <b>hold Spacebar</b></i></ul><br>

<br>
<a name="Flip">
<b>Flip</b><br>
<ul><br>Reverse the currently selected tile vertically. When hovering the
       cursor over the desired tile of the desired type, <b>hold CTRL and
       press F</b>. When a Tile or Block is flipped, its drawing direction
       in any Block or Chunk that it appears in is updated so that it has
       no visible effect. This is useful for Blocks in particular, to
       avoid having to draw new Solidity Maps that are just reversed
       versions of existing ones. <i>To prevent the Block/Chunk from being
       updated with the Tile/Block, <b>hold Spacebar</b></i></ul><br>
</ul>


<br>
<br><a name="Census">
<b>Tile Census</b><br>
<br>
<ul>
This section simply specifies the number of tiles of each type that currently
exist. <b>Left-clicking</b> on the name of any tile type will cause that
type to be displayed in the Tile Selector.<br>
</ul>


<br>
<br><a name="Selector">
<b>Tile Selector</b><br>
<br>
<ul>
The Tile Selector simply functions as a tool for selecting a tile of any
type to edit. The <b>Arrow Keys</b>, or the <b>scrollbar</b> (in windowed mode) can be
used to scroll the list up and down. <b>Left-click</b> the desired Tile to select
it for editing.<br>
<br>
Tile types are selected by clicking the tile type name in
the Tile Census area. When any tile type in the current project uses more
than one page, a selection for each page will appear below the Tile Census
area. <b>Left-clicking</b> "Page X" will cause the Tile Selector to list all tiles of
the current type from all pages. <b>Left-clicking</b> any of the other "Page" options
will limit the list to show only the tiles that are a part of the selected
page for the selected type.<br>
</ul>



<br>
<br><a name="Palette">
<b>Palette Editor</b><br>
<br>
<ul>
The palette editor serves as both the color selection tool and the color
editing tool. The currently-selected color is marked by a white box that
surrounds it. A level may only display 64 colors at once (the top 4 rows),
but the display shows 128 colors, with the bottom  4 rows being available for
creating "underwater" colors, or any other kind of alternate palette.<br>
<br><a name="Swap">
<b>Swap Palette</b><br>
<br><ul><b>Left-clicking</b> the "X" to the right of the palette will swap
               the two sections, displaying the level with the alternate
               palette<br></ul>


<br><a name="ChangeColor">
<b>Change Color</b><br>
<br><ul>The "R" "G" and "B" selections below the palette itself list the Red, Green, and
               Blue component values that make up the currently-selected color. <b>Left-click</b>
               one of the components to increase it, or <b>right-click</b> it to decrease<br>
               <br>
               Hovering over the desired color entry and pressing one of the following keys has the same effect:<br>
               <br>
                   <ul><table>
                   <tr><td><b>G/B</b></td><td> - </td><td>Decrease/Increase the Red component</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td><b>H/N</b></td><td> - </td><td>Decrease/Increase the Blue component</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td><b>J/M</b></td><td> - </td><td>Decrease/increase the Green component</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   </table></ul>
               <br>
               Using any of the above-listed keys will also automatically select the entry<br>
<br></ul>

<br><a name="AltPalette">
<b>Generate Alt Palette</b><br>
<br><ul>The color selection just to the right of the RGB options can be used
                       to generate a type of "alpha blend" palette, useful
                       for quickly creating "water" or other blend effects.
                       <b>Left-click</b> the color to select it for editing, and
                       then <b>Right-Click</b> it to generate an alternate palette
                       based on the primary palette and the blend color<br></ul>
</ul>

<br>
<br><a name="Tiles">
<b>Tile Editor</b><br>
<br>
<ul>
The 8x8 Tile Editor is made up of a fat-bit grid, which is used for drawing
to the Tile, and the smaller Tile view above it, which shows the Tile in
its actual size.<br>
<br>
The Tile is displayed using the palette row in which the
currently-selected color resides.<br>
<br>
The "Tile ID" option shows the ID number
of the currently-selected tile, and can be <b>left-clicked or right-clicked</b> to select a different
tile. The "Tiles" option on the "Tile Census" may be selected to cause the selection
list at the right of the screen to display the 8x8 Tiles, which can be chosen
by <b>left-clicking</b> on them. The "<b>D</b>" and "<b>C</b>" keys may also be used to cycle through available Tiles.<br>
<br>
All generic commands listed in the "Tileset Control" section above can be used when pointing within the Tile
Editor, or when hovering over an 8x8 Tile in the Tile Selector.<br>
<br><a name="DrawTile">
<b>Draw to the Tile</b><br>
<br><ul>To draw the currently-selected color onto the currently-selected 8x8 Tile,
                       <b>left-click</b> the desired location on the fat-bit grid, or <b>hold the left mouse button and drag</b> across the desired area</ul>

<br><a name="GrabColor">
<b>Grab a Color</b><br>
<br><ul>To "pick up" a color from the tile, hover over the desired color on the fat-bit grid and <b>right-click</b></ul>

</ul>

<br>
<br><a name="Blocks">
<b>Block Editor</b><br>
<br>
<ul>
The Block Editor is made up of the Block Editing window, which displays the
Block in actual size and allows for drawing 8x8 tiles into the Block or
selecting the Tiles to edit their properties, and the Block Entry Property
Display, which displays the properties assigned to the currently-selected 8x8 Tile entry in
the Block.<br>
<br>
The "Block ID" option shows the ID
number of the currently-selected Block, and can be <b>left-clicked or right-clicked</b> to select a different
Block. The "Blocks" option on the "Tile Census" may be selected to cause the selection
list at the right of the screen to display 16x16 Blocks, which can be selected
by <b>left-clicking</b> on them. The "<b>S</b>" and "<b>X</b>" keys may also be used to cycle through available Blocks.<br>
<br>
All generic commands listed in the "Tileset Control" section above can be used when pointing within the Block
Editor, or when hovering over a Block in the Tile Selector.<br>
<br><a name="SelectTile">
<b>Select an 8x8 Entry</b><br>
<br><ul>To select an 8x8 Tile entry in the Block to edit its
                      properties, <b>right-click</b> the desired entry, and it will
                      be marked by the selection box</ul><br>

<br><a name="DrawBlock">
<b>Draw to the Block</b><br>
<br><ul>To draw the currently-selected 8x8 Tile onto the Block, <b>left-click</b> the desired entry in the Block, or
        <b>hold the left mouse button and drag</b> across the desired area</ul><br>

<br><a name="GrabTile">
<b>Grab an 8x8 Tile</b><br>
<br><ul>To "Grab" the 8x8 Tile displayed at any portion of the
                   Block for editing in the Tile Editor, <b>double-right-click</b>
                   the desired Tile within the Block</ul><br>

<br><a name="Priority">
<b>Plane Priority</b><br>
<br><ul>An 8x8 Tile within a Block can be displayed as "High" (in
                 front of the player and most Objects), or "Low" (behind
                 them). Select the desired Tile entry and <b>left-click or right-click</b> the "Low Plane"/"High Plane" setting<br>
                 <br>
                 <b>To change this setting using the keyboard</b>, hover the cursor over the desired 8x8 Tile entry and use the "<b>G</b>" or
                 "<b>B</b>" keys. This will also automatically select the entry</ul><br>

<br><a name="PalRow">
<b>Palette Row</b><br>
<br><ul>Because Tiles only use a maximum of 16 color values, the
              Block must be told which palette row to use when drawing each
              Tile. Select the desired Tile entry and <b>left-click or right-click</b> the "Palette Row ?" setting<br>
              <br>
              <b>To change this setting using the keyboard</b>, hover the cursor over the desired 8x8 Tile entry and use the "<b>H</b>" or
              "<b>N</b>" keys. This will also automatically select the entry</ul><br>

<br><a name="TileDirection">
<b>Draw Direction</b><br>
<br><ul>The Block must be told in which direction to draw each
                 Tile (whether or not they are mirrored horizontally and/or flipped vertically). The following settings are available:<br>
                   <br>
                   <ul><table>
                   <tr><td nowrap><b>Draw Normal</b></td><td> - </td><td>The Tile will be drawn in normal orientation</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td nowrap><b>Draw B-Ward</b></td><td> - </td><td>The Tile will be mirrored horizontally</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td nowrap><b>Draw U-Down</b></td><td> - </td><td>The Tile will be flipped vertically.</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td nowrap><b>Draw UD + B</b></td><td> - </td><td>The Tile will be both mirrored horizontally and flipped vertically</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   </table></ul>
                 Select the desired Tile entry and <b>left-click or right-click</b> the "Draw ???" setting<br>
                 <br>
                 <b>To change this setting using the keyboard</b>, hover the cursor over the desired 8x8 Tile entry and use the "<b>J</b>" or
                 "<b>M</b>" keys. This will also automatically select the entry</ul><br>

<br><a name="HeightMap">
<b>Solidity Map</b><br>
<br><ul>The Block must be given the ID number of a solidity map to
               use when the player collides with it. Some games
               use only one "Path", while others use two. For
               each path, select the desired solidity map for editing, and then <b>left-
               click</b> the "Solids" ID number that corresponds with with the desired
               path (left for Path 0, right for Path 1) to set the current Block's solid entry for that path</ul><br>

<br><a name="GrabSolidity">
<b>Grab Solidity</b><br>
<br><ul>To "grab" the Height Map assigned to either Path of the
                current Block for editing in the Solidity Editor, <b>right-
                click</b> the corresponding ID number in the Block's "Solids" setting (left for Path 0, right for Path 1)</ul><br>
</ul>

<br>
<br><a name="Chunks">
<b>Chunk Editor</b><br>
<br>
<ul>
The Chunk Editor is made up of the Chunk editing window, which displays the
Chunk in actual size and allows for drawing 16x16 Blocks into the Chunk or
selecting the Blocks to edit their properties, and the Chunk Entry Property
Display, which displays the properties assigned to the currently-selected 16x16 Block entry
the Chunk.<br>
<br>
The "Chunk ID" option shows the ID
number of the currently-selected Chunk, and can be <b>left-clicked or right-clicked</b> to select a different
Chunk. The "Chunks" option on the "Tile Census" may be selected to cause the selection
list at the right of the screen to display Chunks, which can be selected by
<b>left-clicking</b> on them. The "<b>A</b>" and "<b>Z</b>" keys may also be used to cycle through available Chunks.<br>
<br>
All generic commands listed in the "Tileset Control" section above can be used when pointing within the Chunk
Editor, or when hovering over a Chunk in the Tile Selector<br>
<br><a name="SelectBlock">
<b>Select a Block Entry</b><br>
<br><ul>To select a Block entry in the Chunk to edit its
                       properties, <b>right-click</b> on the desired entry, and it
                       will be marked by the selection box</ul><br>

<br><a name="DrawChunk">
<b>Draw to the Chunk</b><br>
<br><ul>To draw the currently-selected Block onto the Chunk, <b>left-click</b> the desired entry in the Chunk, or
        <b>hold the left mouse button and drag</b> across the desired area</ul><br>

<br><a name="GrabBlock">
<b>Grab a Block</b><br>
<br><ul>To "grab" the Block displayed at any portion of the Chunk for
               editing in the Block editor, <b>double-right-click</b> the desired
               Block within the Chunk</ul><br>

<br><a name="SolidDirection">
<b>Solidity Direction</b><br>
<br><ul>While Height Maps define the parts of a Block that are
                     solid, the Chunk must then be told how the player and other Objects
                     should be affected by that solidity. The following settings are available:<br>
                   <br>
                   <ul><table>
                   <tr><td nowrap><b>Not Solid</b></td><td> - </td><td>Players and objects will completely ignore the Height Map assigned to this Block</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td nowrap><b>Top Solid</b></td><td> - </td><td>Players and Objects will stand on top of this Block according to the Height Map, but can run through the side of it, or jump through it from below</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td nowrap><b>L/R/B Solid</b></td><td> - </td><td>A side-effect of the way this data is stored- Players and Objects cannot pass through the filled Height Map areas of Block from the left, right, or bottom, but they can fall through the top.</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td nowrap><b>All Solid</b></td><td> - </td><td>Players and Objects will treat the Height Map-filled portion of this block as completely solid. They will stand on top of it, and cannot pass through from the left, right, or bottom</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   </table></ul>

                    Select the desired Tile entry and <b>left-click or right-click</b> the displayed solidity setting text for the desired Path (Upper text for Path 0, Lower text for Path 1)<br>
                    <br>
                    <b>To change this setting using the keyboard</b>, hover the cursor over the desired Block entry and use the "<b>G</b>" or
                    "<b>B</b>" keys to modify the setting for Path 0, or the "<b>H</b>" or "<b>N</b>" keys to modify the setting for path 1. This will also automatically select the entry</ul><br>

<br><a name="BlockDirection">
<b>Draw Direction</b><br>
<br><ul>The Chunk must be told in which direction to draw each
                 Block (whether or not they are mirrored horizontally and/or flipped vertically). The following settings are available:<br>
                   <br>
                   <ul><table>
                   <tr><td nowrap><b>Draw Normal</b></td><td> - </td><td>The Block will be drawn in normal orientation</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td nowrap><b>Draw B-Ward</b></td><td> - </td><td>The Block will be mirrored horizontally</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td nowrap><b>Draw U-Down</b></td><td> - </td><td>The Block will be flipped vertically.</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   <tr><td nowrap><b>Draw UD + B</b></td><td> - </td><td>The Block will be both mirrored horizontally and flipped vertically</td></tr>
<tr><td> </td></tr><tr><td> </td></tr>
                   </table></ul>

                 Select the desired Block entry and <b>left-click or right-click</b> the "Draw ???" setting<br>
                 <br>
                 <b>To change this setting using the keyboard</b>, hover the cursor over the desired Block entry and use the "<b>J</b>" or
                 "<b>M</b>" keys. This will also automatically select the entry</ul><br>
</ul>

<br>
<br><a name="Solids">
<b>Solidity Editor</b><br>
<br>
<ul>
The Solidity Editor is used to edit the Height Maps that can be applied to
the 16x16 Blocks to give the effect that they are "solid". Height Maps do
not correspond directly with 16x16 tiles, instead, they are listed by
themselves, and each 16x16 Block is given an ID number that corresponds
with the Height Map it should use.<br>
<br>
Each Height Map also contains an Angle
value that determines the ammount and direction of force that is applied
to a player that stands on it. A value of 0xFF is used for flat ground, but
otherwise, all angles <i>must</i> be even values. A full range of 360 degrees is
represented by values between 0x00 and 0xFF (256 values), with 0x00 being 0/360
degrees, 0x40 being 90, 0x80 being 180, and 0xC0 being 270. Values starting at 0x00 and
rising are used starting at the bottom of a circle and moving clockwise
(left-side slopes use values between 0x00 and 0x3F from bottom-up, right
side are 0xFF to 0xC0 from bottom-up).<br>
<br>
The "Solid ID"
option shows the ID number of the currently-selected Height Map, and can
be <b>left-clicked or right-clicked</b> to select a different Height Map. The "Solids" option on the "Tile Census" may be
selected to cause the selection list at the right of the screen to display
Height Maps, which can be selected by <b>left-clicking</b> on them. The "<b>F</b>" and "<b>V</b>"
keys may also be used to cycle through available Height Maps.<br>
<br>
All generic commands listed
in the "Tileset Control" section above can be used when pointing within the Solidity, or when hovering over
a Height Map in the Tile Selector<br>
<br><a name="DrawSolid">
<b>Draw Solidity</b><br>
<br><ul>A Height Map is made up of 16 columns, representing the
                16 columns of a Block. Each column can be filled up (or
                down) to a certain height to specify which parts of the Block will be "solid".<br>
                <br>To fill
                a column from bottom up, <b>left-click</b> the heighest point that
                should be made "solid".<br>
                <br>To fill from top down, <b>right-click the</b>
                lowest point that should be made "solid".<br>
                <br>To remove a column,
                <b>left-click the "X"</b> below it</ul><br>

<br><a name="BlockView">
<b>Block View</b><br>
<br><ul>To cause the currently-selected Block to be displayed behind the Height Map for
             more accurate drawing, <b>left-click the "Show Block" option</b>.<br>
             <br>
             <i>The
             Block shown doesn't necessarily correspond with the Height Map
             shown.</i> Because unique Height Maps should only be stored once,
             and multiple Blocks can reference the same Height Map,
             corresponding Blocks and Maps must be selected manually, and
             their relationship must be set manually.</ul><br>
</ul>


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